Guard Frequency Episode 044 | Origin’s Originality

Greetings Citizens and Civilians, and welcome to episode 44 of Guard Frequency, the universe’s premier Star Citizen podcast recorded on 25th October 2014 and released for streaming and download on Tuesday 28th October 2014 at GuardFrequency.com[Download this episode]

Lennon, Tony and Geoff are back from the diner and are ready to serve you with a course of freshly steamed Star Citizen. First up in Squawk Box we discuss the latest advances in laser technology and find out how far away we are from having a trusty blaster at our side. In CIG News we bring you everything from around the UEE including our weekly Crowd Funding Update, our thoughts on the Ship Pipeline (and a little about Around The Verse episodes 17 and 18), 10 For The Chairman 42 and all the gossip to be had from [REDACTED]’s day taking over the RSI comms channels. In Nuggets for Nuggets we talk all about Origin Jumpworks, and finally we tune into the feedback loop and let you join in on the conversation.

Where the [REDACTED] is the Guard Frequency logo on the Squadron montage from CitizenCon? The first person to find it and let us knows wins a Guard Frequency T-Shirt, or the complete Wing Commander series game pack from gog.com

Priority One Productions are always looking for new team members that have a passion for Star Citizen or the general sci-fi world. Please know that all of our positions are volunteer, but we do offer a well known outlet for your work. If you have a particular skill that you believe could enhance our content, then send your contact information and experience along with a few writing samples to squawk@guardfrequency.com

You can also follow us on the social media sites! We’re on Facebook! Head over to www.facebook.com/guardfreq and say “hi!”, or check us out on Twitter via @guardfreq for details of our show times and other fun stuff.

Comments (5)

Geislar

I would like to make a point about the ‘lack’ of modularity of ships that CIG has been releasing. If Star Citizen had a truly 100% modular ship design, then the only differences in the ships themselves would be the size of the crew and the skins you could have for each ‘size’ of ship. With the method they are using, you will be able to adapt your ship to the role you want it to be, but a Freelancer, no matter how it is fitted, will not be better than a Hornet in a dogfighting role. Ships will be modular and adaptable but that doesn’t mean that certain ships shouldn’t be more effective in certain aspects of the game than other ships.

Ostron

I have no idea where the GF logo is in the mosaic! I’m hoping you’re still accepting other comments.

I think the FPS delay is a good thing. I have a bad feeling that the FPS module is going to be a trying time for CIG in the media and with the community.
When Arena Commander was released, it was pretty universally praised, but I think a lot of that was because it was basically a brand new type of game; nobody had seen any kind of space sim in a decade and certainly not one with the flight capabilities and graphics we have. There was nothing to compare it to except fond nostalgia.

By contrast, everyone has a very clear idea of what a good vs a bad FPS experience is, and most of what sets Star Citizens’ FPS apart appears to be mechanics that will only be fully realized with the PU. I worry that any media outlets looking for a reason to tear down CIG will find a lot of ammunition once the FPS module comes out. The FPS will be in Alpha, but with Minecraft, Steam’s early-access games, and Blizzard’s pseudo-betas, the media is getting comfortable passing final judgment on games that are still theoretically in development. Both they and the players now think of “betas” as games that are basically finished but get a lot of frequent, minor updates and CIG isn’t operating like that. Add in the fact that SC isn’t purely an FPS experience and I fear we’ll have media and citizens writing off the FPS aspect of Star Citizen before it gets a chance to prove itself.